Realm blockade invasion DLC opening tips

The All Realms Blockade invasion DLC has added a new copy of the Falcon Fall, this copy is a little difficult because it does not allow the group to be destroyed, today's deep space high player to bring is a player to share the All Realms Blockade invasion DLC to open up the heart, have not yet played this copy of the players may wish to refer to it.

Overall evaluation:

This copy of the difficulty of my personal positioning should be in the embassy and power plant below, nothing complicated mechanism, there is no yellow name spray father to teach you to do, but this copy of the difficulty of the difficulty highlighted in the tolerance rate. This is so far the only one absolutely can not be destroyed this, and than the embassy is extremely lack of perfect cover, often have to face the situation of the four sides of the Chu Ge, and the mechanism is often caused by the player team is divided and then due to the output is not good enough to cover with the bad with the poor tragedy, the AOE is also a little bit of a lot. The first thing you need to do is to get through a half-hour session, but if you can't, you'll be stuck in a two-hour session.

Hardware requirements & pre-war preparation:

The team average equipments, the wild team measured 170 + should be no pressure, the fixed team if the cooperation is good 160 should be able to pass.

Personnel with respect to the proposed 1 electrician 3dps sniper. This is because the main part of the map terrain is very open and mainly positional warfare, very suitable for sniper play. The M1A and shotgun are highly recommended, and any sniper rifle with less than 27k damage from whiteboard ammo should not be brought out for use. This is because this copy of the ammunition control is more harsh. With this in mind, it is recommended that you bring three different types of primary/secondary weapons to completely ensure the ability to fight in emergency situations (for example, I brought vector, m1a and a sasg-12 as an electrician)

Skills equipped with the electrician recommended is the old configuration of double storm scanning + strengthened bunker, the main snipers to give the snipers to provide a lot of damage increase. As for the six skills of the snipers, you need to come up with two rebounding blood-boosting platforms, two jamming sticky bombs, and the remaining two can strengthen the bunker. The rebound platform is mainly used to provide the shortage of ammunition, while the interference sticky bomb is used to deal with drones, drones as electronic equipment if they are interfered with will stop moving and attacking, and most of the station is very dense, of course, due to the target itself is not big, you have to hit the sticking bomb a little more accurate. It is not recommended that the electrician with bfb, this copy of the monster station is not dense, other explosive skills, the same reason.

The talent, the sniper's talent with your current use of the most handy on the electrician is strongly recommended to bring support platform (kill the enemy to extend the duration of the skill), there are two reasons: 1. this copy of the number of monsters, and most of the purple name of the veteran monsters, it is very good to kill; 2. the new drones and the small machine gun towers are different, the drones do not have to look for the desire of the cover and is very fragile, the most important is that this thing counts as one monster, the most important thing is that it is not the most important thing is that it is the most important thing is the most important thing is the most important thing. The most important thing is that this thing counts as a monster, so by killing a large number of drones can greatly extend the duration of your move, with the command and other triggered after the start of the move talent is even more cool.

Battle:

Pre-battle: This part of the battle is considered an appetizer, basically by the purple name of the veterans and purple name of the drones, all the way to kill the past is, do not need any strategy, this place can not beat the friends... Hmm.

15 waves of consecutive battles: after entering into a hall, this copy officially begins. Players need to fight off 15 waves of enemies in a row in this hall, and install a time bomb four times on that APC across the room to blow it up. The most important thing to remember is this: if you regroup within any wave, you will go back to the first wave and start over. This is the top priority and the most jammed up part of the copy, so whatever you do remember to always be cautious.

BOSS INTRODUCTION:

APC: Attacks with a grenade launcher. The red circle prompt before the second explosive goes off is long (about five seconds). The range is large, and you definitely can't dodge it in one roll. Explosion damage (pure damage, you can bring in your own armor math) should be greater than 12 w, almost a second to lie down. It will have a fire effect attached to it, which will deal almost 12w of pure damage in five seconds. This fire effect will not last long, but immediately after the explosion, run back to the explosion point will eat fire, so do not run faster than the Hong Kong reporters. After the first bomb explosion will enter the missile mode, the range becomes the same size as the bombardier's grenade, but the speed is also as fast as that, the frequency is very fast, the damage remains the same.

Machine Gun Towers: two, spread out next to the APC, damage and fire speed are lower, but exposure to fire for more than five seconds can still kill you is all. Can be deactivated briefly through the mechanism.

The first wave:

Monster composition: 4 mangaka, 4 columns of soldiers

Hitting method: at this time you should be in the second floor of the window, you can choose to play here, the advantage is that the spray absolutely can not touch you, but the disadvantage lies in the opposite side of the APC will continue to bombard this small room. Personal advice, after clearing the two jets quickly jump down to fight, especially pay attention to never have a member of the team dropped, after jumping down on the can not come up, if this time the top of the people ate grenades that save no save.

The second wave:

Monster composition: mangabeys, soldiers, bombardiers

How to play: this wave in the first wave of clear light and some people jumped down before triggering. It is recommended to clear this wave at the first batch of bunkers on the front level and the one and a half level of high bunkers on the right side.

Third wave:

Monster composition: drones

Fighting method: there are two modes of drones, the red light is machine gun drones, the blue light is electric shock drones, both damage is not high, so prioritize hitting the blue drones before tossing the red ones. The drones will actively fly over you, but don't move fast and tend to hover, and can be easily knocked out with any weapon.

Fourth wave:

Monster composition: mangaka (a lot), bomb thrower, columnist; after the bomb explosion: sniper (a lot)

How to play: at this time will brush an elite columnist, dropping bombs. At this time, it is recommended to the right side of the second floor to defend, manganese will come up from the left and right directions, but the blood is very thin, it is not difficult to deal with. After dealing with all the people two people to pick up explosives and from the left side around to the side of the boss, the other two people from the right side around to the right side of the boss, there are two control panels controlling the two machine gun towers, one in the left side of the small house, control the left side of the machine gun tower. One is in the small house on the left, controlling the left turret. The other is in the pipe on the right, controlling the right turret. When you turn off the turret with the control panel, the machine gun will be deactivated for a short time. At this time, the bomber will go to the back side to load the bomb, and the two people will make sure that the turret is deactivated. After loading the bombs, all the people back to the right side of the old place to continue to crouch, the left side of the third floor corridor will brush 4-5 snipers, all kill the end of the fourth wave.

Fifth wave:

Monster composition: drones, snipers

How to play: pay special attention to the electric shock drones, if you are out of the bunker after the electric snipers found a round of snipers, you basically also lie. Of course, when playing the drone should also pay attention to, can not show head try not to show.

Sixth wave:

Monster composition: agent x1, snipers, drones x2, bombardiers (a lot)

How to play: agent is elite, because he will only put machine gun tower so do not have to care about him. First kill the drones and bombardiers, then take your time.

Seventh wave:

Monster composition: elite x1, I can't remember exactly what kind of monsters

Fighting method: information from the lack of it, I'll make up for it after I finish tonight

Eighth wave:

Monster composition: mangaka (a large number of), columns of soldiers, drones

Fighting method: this wave is the place where people who don't read the strategy guide to open up the land are almost bound to die. Why is it so? Because this eighth wave of monsters is the only wave that doesn't follow the rules. In the seventh wave you get explosives, if you move the machine gun tower, the eighth wave of monsters will immediately brush out, due to the dispersion of this wave of monsters will directly hit you by surprise, either hand over the big or destroyed. The first thing you need to do is to get the machine gun tower off the ground, and then run back and finish off the wave before you blow it up.

Ninth wave:

Monster composition: machine gun, soldier

How to play: the first time the machine gun brother, the difficulty is not too difficult, all kill can be. The machine gun brother here is not the one with the shield icon, it's a normal machine gunner, so it's not difficult at all.

The tenth wave:

Monster composition: machine gun brother, mangaka, drone x2

How to beat: especially pay attention to beat mangaka and drone, don't be machine gun brother killed.

The eleventh wave:

Monster composition: machine gun brother, bomb thrower, reckless, drone, sniper After the bomb explosion: sniper

How to play: this wave of monsters is more miscellaneous, with explosives that elite is a machine gun brother, this time, the fire suppression will be stronger, it is recommended to get killed after the drone and reckless bomb thrower first kill sniper

How to fight: This wave is more mixed, with explosives of the elite is a machine gun brother, this time, the suppression will be more strong, it is recommended to get killed after the drones and reckless first kill bomb thrower. After the bomb explosion will still brush a wave of snipers, and at this time the APC will start a round of missiles shooting, it seems to be a person will point a person to keep shooting him (because when I play this person is me ...) It is recommended to run a little bit scattered, but the collection speed should be fast. The snipers are quite scattered, just hit the line. The possibility of this wave of destruction is relatively high.

The twelfth wave:

Monster composition: medical soldier x2, machine gun brother, sniper x1, drone

How to play: the first time the medical soldier, but the platform is too few so not climate, difficulty is not high.

The thirteenth wave:

Monster composition: double agents, a large number of machine gun brother, nurses

How to fight: this batch of fire suppression is very sufficient, but due to the lack of lethal force snipers and sprays, the agents with high defense can consider throwing a platform to stand jerk. But because of the amount of nurses, so the monster's blood return will be faster, prioritize the killing of a few nurses and then go to get machine guns.

The fourteenth wave:

Monster composition: drones, three agents, manganese, soldiers, bombardier

Hitting method: note that at this time the agents will be using jump mines, but is not commonly used, but with the bombardier and the various grenades of the soldier and the agent's own interference with the bomb is still a circle of the ground, pay attention to avoid.

The fifteenth wave:

Monster composition: four agents, soldiers, nurses, machine gun brother, bombs

How to play:

The final wave, but also a wave of the most monsters (almost 16 a batch), a **** brush three batches. The first batch is as above, the second batch brushes a combination other than agents (there are no manginas and snipers I can't remember, I think there are?) , the third batch is a bunch of drones. This wave needs to be steady. The four agents will be very dense with mine jumps, and while the columnists will die relatively quickly, the machine gun brother will be covered by a large number of nurses with crazy fire output, and the risk of showing your head will be very high. Be patient and kill the nurses one by one, then the agents, and finally the machine gun. After you kill all of them, plant the bombs, after the bombs explode, the APC will only have half of its blood left, and at this time, it will brush a bunch of monsters and start firing missiles. This APC last half of the blood is not the agent knocked out yet to be verified (because I did not fight), after the boss after the wave of monsters will disappear, and then the copy will be over. A **** will come out with two set items, one dropped by the boss and one returned for mission completion.

Tom Clancy: All the territory blockade (Tom Clancys The Division) gold Chinese version